View Full Version : MND to Healing Magic Skill to Cure Potency
Kitheren
04-20-2011, 08:34 PM
I have done the math before, years ago, but these days I don't have the energy to redo it again. Being a parent and a gamer is not kind to a brain.
Anywho, I am curious.
How much MND or Healing Magic skill does it take to equal 10% Cure potency?
Also, the Fast Cast cap is 50% as I understand. Does Cure Casting time fit into that or is it something all it's own with it's own cap. I assume it fits into the Fast Cast cap though.
Bubeeky
04-20-2011, 09:22 PM
not sure about mnd, but healing magic skill I don't think ever can match 10% cure potency....feel free to correct me as I hate math and don't wanna take the time to write everything out, but I think capped out healing magic skill adds like 50 hp to cure V...btw, if any Devs are seeing this, please make healing magic skill more important in the cure formula!!! I hate that we have the highest rank in a skill that doesn't really do much :(
Not sure about the cure cap thing...I assume though that cure casting time is different from fast cast, otherwise they'd be called the same thing.
Daniel_Hatcher
04-20-2011, 09:28 PM
I'm pretty sure to reach a potency stand point would depend on how much you're healing for.
1 MND = 3 VIT = 5 Healing Skill, if that helps.
As for Cure Casting time, you can only reach 50% casting time regardless the method unless you use SCH's penury.
Cure Casting Time, Elemental Magic Casting Time and Fast Cast are all the same thing, the only difference is Fast Cast is for every type of spell and reduces recast time whereas the others are limited to their restricted action.
Kasandaro
04-21-2011, 01:43 AM
How much MND or Healing Magic skill does it take to equal 10% Cure potency?
The amount of MND (the most efficient) you'd need to get 3hp on a Cure I (10% Potency) is a lot different from the MND you'd need on a Cure V for 690. To get the 69hp 10% Potency gives, you'd need 69 MND, 207 VIT, 345 Skill, or some combination.
Aleste
04-21-2011, 06:13 AM
In short:
Potency >>>>>> MND > VIT > Skill
The exact number will vary depending on which soft cap you're in and your current stats (including current potency). However:
10% Cure potency is approximately worth in the region of ~60-120 MND.
Example:
At 90MND 70VIT 300SKILL with 0% potency will net you ~670 HP cureV.
A boost of 10% potency is ~737 HP.
With 0% potency, you would require an additional 103 MND to get the same effect.
At a higher up potency; 40%, the same cure will be ~938 HP.
A boost of 10% potency (to 50%) is ~1005 HP.
With 40% potency, that would require an additional 68 MND for the same effect.
Kitheren
04-21-2011, 08:17 AM
So in short, a whm who is focused on healing should try to hit the potency cap of 50% but try to get a decent amount of mnd. No point in worrying about healing skill aside from capping it and merits?
Daniel_Hatcher
04-21-2011, 11:05 AM
Don't waste merits on Healing Skill it's not worth it at all.
Kitheren
04-22-2011, 11:45 AM
Don't waste merits on Healing Skill it's not worth it at all.
What would you suggest instead? Enhancing and Divine?
Charismatic
04-22-2011, 03:13 PM
Enfeebling
Daniel_Hatcher
04-22-2011, 09:09 PM
What would you suggest instead? Enhancing and Divine?
Enfeebling and Enhancing are better than Healing.
Simian
04-22-2011, 11:15 PM
Personally, I loaded up Divine, not only for Banish and Holy, but also for Repose. My RDM is level 90 and capped on Enfeebling Magic thus my WHM is always over cap with gear like Spider's Torque(yes, the poor mans Enfeebling Torque). If you do not have an RDM at level 75 or higher, then I would follow Daniel's outline.
Kitheren
04-23-2011, 12:21 AM
Why enfeebling though? The only time I ever cast enfeebling magic as a WHM is when I am the only one that can. Usually when I'm duoing with my husband.
Daniel_Hatcher
04-23-2011, 01:32 AM
It has greater impact on whether your enfeebles land as opposed to healing skill which add little to nothing to your cure.
Kasandaro
04-23-2011, 01:47 AM
Why enfeebling though? The only time I ever cast enfeebling magic as a WHM is when I am the only one that can. Usually when I'm duoing with my husband.
Major reason is if you level any of the other Enfeebling-using mage jobs, it helps a lot. That said, if you're only doing WHM, it becomes a little less useful, since Dia doesn't have nice tiers like Bio, and half the mobs flat out ignore the others.
As for why not Healing merits - the only spells I know of that get noticeable effect out of Healing Magic are Cursna, Magic Fruit, and Plenilune Embrace.
Kitheren
04-23-2011, 10:11 AM
Major reason is if you level any of the other Enfeebling-using mage jobs, it helps a lot. That said, if you're only doing WHM, it becomes a little less useful, since Dia doesn't have nice tiers like Bio, and half the mobs flat out ignore the others.
As for why not Healing merits - the only spells I know of that get noticeable effect out of Healing Magic are Cursna, Magic Fruit, and Plenilune Embrace.At this time, WHM is my one and only. And unfortunately I only have time to play for my linkshell events, which usually consist of Abyssea. I did Healing Magic and Enhancing because I knew I wasn't going to get much use out of Enfeebling or Divine. If my debuffs lands and we need them I'll throw my Enf. Skill + and Magic Accuracy gear on with a drink and it will probably land.
But being able to remove Cursna is a plus, depending on if the merits make a big difference or not.
Charismatic
04-23-2011, 10:23 PM
If you ever start to duo stuff with your husband you are really going to wish you had those enfeebling merits (and high enfeebling magic skill, get on leveling it if you don't have this.)
You may also want to put together a small enfeebling build but I find mind landing more often than not even if I forget to bring all my gear and just have atma of the allure and cruor buffs on.
Enfeebling magic is certainly the most useful of the skills for any mage job with native enfeebling magic, for sure. Some of them are nearly useless (Healing) and some are even more situationally useful than enfeebling (Divine, which is only usually needed when you need to sleep something with light-based stuff and there's no bard or corsair around and depending on your group configuration this may or may not be rare). Enhancing magic is okay but I've just never really found the benefits of it to be overly attractive but it might be a good choice for you if you're dead set on not meriting enfeebling, though there's a high likelihood that you will eventually demerit something to level enfeebling magic instead.
At the end of the day though, they are your merits... level whatever you feel would suit you best in your unique situation/
Momotarotaru
04-24-2011, 05:46 AM
If you ever start to duo stuff with your husband you are really going to wish you had those enfeebling merits (and high enfeebling magic skill, get on leveling it if you don't have this.)
You may also want to put together a small enfeebling build but I find mind landing more often than not even if I forget to bring all my gear and just have atma of the allure and cruor buffs on.
Enfeebling magic is certainly the most useful of the skills for any mage job with native enfeebling magic, for sure. Some of them are nearly useless (Healing) and some are even more situationally useful than enfeebling (Divine, which is only usually needed when you need to sleep something with light-based stuff and there's no bard or corsair around and depending on your group configuration this may or may not be rare). Enhancing magic is okay but I've just never really found the benefits of it to be overly attractive but it might be a good choice for you if you're dead set on not meriting enfeebling, though there's a high likelihood that you will eventually demerit something to level enfeebling magic instead.
At the end of the day though, they are your merits... level whatever you feel would suit you best in your unique situation/
I agree with you. And on Top of it WHM/SCH give very decent enfeebling magic better than BLM/RDM because
/SCH give high enfeebling magic skill and being WHM with high MND give great Potency on Slow and Paralyze So dont underestimate enfeebling magic on WHM. very useful. Merit Enfeebling Magic for mage job never go wrong.
If SE does not change formula for Cure Spell. Healing skill never be on Focus anymore.
Aaralyn
04-24-2011, 06:32 AM
I've changed my magic skill merits so much it's not funny. Since I've dropped BLM, I'd taken out enfeebling and elemental, and put it into enhancing and summoning magic. Took out summoning magic and changed it to healing magic skill. As others say, it really doesn't make a huge impact. But inside or outside abyssea, I haven't had any trouble making enfeebs land. There's even been times where I've taken merits out of something in preparation of one time fight and changed it back later that day.
I'd say just experiment if you're unsure. Especially if WHM is your one and only, gaining merits back would be no problem, with abyssea.
Kitheren
04-24-2011, 08:27 AM
Indeed. I'm just waiting to change merits until this next update though. Just to see the changes. Just like I'm holding onto my gil for now.
Yes Healing Magic is extremely lame for cure potency (something like 100 skill = 1% or 2%...) but it does help interruption. If any of you solo (melee), you may see a benefit in maxing skill (with potency and mild -interrupt if possible) while bombing yourself. I sometimes rely on this in unlucky situations between shadows, where I need to cureskin to re-haste. Knowing that I can count on high skill (and gear) to fire a Cure V for skin (or recover from red) is very important to strategy; if you can't count on it you might bene, or try anyway ... and get interrupted, and die.
Most of the time, you can time it between strikes just like you would for shadows (esp. with curecast), but all it takes is an unfortunately timed TP move bringing you into the red, and now you may not be able to wait another attack round just to time your cure.
This is a small consideration, but I just thought it was worth mentioning. Most WHM's will not need to worry about this in day-to-day backlining. :)
EDIT: to be clear, I feel Healing Magic is very lame, I just wanted to call attention to one of its rare uses.
Charismatic
04-27-2011, 06:19 AM
I guess another plus would be a higher chance to cure certain status effects like doom? Either way, as has been stated multiple times... still lame.
Kitheren
04-28-2011, 05:34 PM
They ought to make Healing Magic a bit more important to WHM :\ I mean, it's our highest skill but it's so.... useless? Bleh.
Retsujo
04-29-2011, 11:04 PM
I've always understood healing magic to help status ailment removal spells more than cure potency, strengthening the chances we'd have to... say, remove Doom status with Cursna or something around those lines.
I'm pretty sure Cure Potency caps out at 50% as a specific stat boost, but I have no idea the effects of that combined with MND and healing magic skill.
Cure casting time reduction is not linked to fast cast, I'm almost fairly certain.
I've always understood healing magic to help status ailment removal spells more than cure potency, strengthening the chances we'd have to... say, remove Doom status with Cursna or something around those lines.
I thought this was debunked a while back, by [for example] BRD/WHM saving doomed people equally as reliably in Dynamis. But, both cases (it does help; it doesn't help) could have been true at different times -- SE has ninja patched stuff before.
I do certainly remember seeing BRD/WHM and SMN/WHM and stuff firing successful cursnas enough times to make me skeptical, back in the day ... but I guess I wrote it off as having a narrow gap between high and low caps:
[for example]
Minimum chance to Doomna based on skill: 20%
Maximum chance to Doomna based on skill: 30%
... which would help disguise the fact that it does in fact help (...if it does!). Because, after all, I want to believe our skill matters!
Eldelphia
05-03-2011, 06:04 PM
I wonder if Healing Magic skill is more useful to PLD in all honesty. It does impact our cures but because we rarely get hit, we rarely get interrupted for example. Cure potency is much more powerful. I endeavour to keep my skills capped (although healing magic has been a pain this time and I'm still a few points under).
Fact is our cures can't be resisted so that and our rarely interrupted status as predominantly backline means Healing magic skill isn't as useful as others. Of course if you don't recap it you'll notice slightly lower cures but not enormously so.
Reaching the Cure potency cap, filling in with MND, Haste and -ENM are probably more important.
Greatguardian
05-03-2011, 11:09 PM
Skill isn't really that great for Paladin either. For most any slot where Skill is an option for Paladin, they'd have to be giving up Enmity+, which isn't really the best trade. They're fairly quick spells so it's generally fairly easy to time them properly to avoid interruption regardless.
That said, I agree on the rest. There are very few places where you can beat straight potency. About the only practical example I can think of is using AF3+2 Feet and Augur's Gloves over the Serpentes set. You gain so much MND that you end up with a net gain despite losing 1% potency.
Eldelphia
05-06-2011, 06:28 PM
Yeah I didn't really mean gearing for skill for PLD (sorry, I wasn't clear) but more that capped skill and all the shield mastery stuff makes it much easier to cast.